Game-Based Learning Intervention for Health Behaviors
(UTC Trial)
What You Need to Know Before You Apply
What is the purpose of this trial?
This trial tests an innovative game-based program called Using the Connect, designed to promote healthy behaviors and reduce teen pregnancies. The program will be implemented in Texas middle schools and community organizations to help young people make informed decisions about their sexual health. The trial will compare students participating in the program with those who do not receive this intervention. It suits middle school students in Texas who can read and speak English and are interested in engaging with a new learning tool. As an unphased trial, it offers students a unique opportunity to engage with a cutting-edge educational tool that could positively impact their health decisions.
Do I need to stop my current medications to join the trial?
The trial protocol does not specify whether you need to stop taking your current medications.
Will I have to stop taking my current medications?
The trial information does not specify whether participants must stop taking their current medications.
What prior data suggests that this game-based intervention is safe for adolescents?
Research shows that using games for learning is generally safe and well-received in schools. Studies have found that games can effectively change behaviors and attitudes. For instance, a study on a mobile game designed to improve children's safety showed positive results without any serious side effects. This suggests that game-based programs like Using the Connect are likely safe for middle school students. While specific safety data for Using the Connect is unavailable, similar programs have demonstrated safety.12345
Why are researchers excited about this trial?
Researchers are excited about the Game-Based Learning Intervention for Health Behaviors because it offers a unique approach to educating middle school-aged youth about healthy behaviors, particularly in sexual health. Unlike traditional health education methods that can be lecture-based and less engaging, this program uses interactive games to teach important skills like decision-making, communication, and accessing information. By facilitating a safe environment for youth to connect with adults in their community, the program not only aims to educate but also to empower young people to lead healthy lives. This method could revolutionize how health education is delivered by making it more engaging and effective for the digital generation.
What evidence suggests that the "Using the Connect" game-based intervention is effective for promoting healthy behaviors and preventing adolescent pregnancy?
Research has shown that "Using the Connect" (UTC), which participants in this trial may receive, is a promising tool for improving sexual health education among middle school students. Studies have found that game-based programs like UTC are practical and well-received by young people, promoting healthy behaviors through interactive learning. UTC focuses on making the learning process relatable and effective for students. Serious gaming has been recognized as an innovative and effective method for teaching sexual health, encouraging students to delay sexual activity. These findings suggest that UTC could effectively reduce adolescent pregnancies and promote healthy behaviors.678910
Who Is on the Research Team?
Brittany Rosen, PhD, MEd
Principal Investigator
Children's Hospital Medical Center, Cincinnati
Are You a Good Fit for This Trial?
This trial is for middle school-aged youth in Texas who can read and complete surveys in English without help. They must be at one of the participating schools or community organizations. It's not open to those who cannot read and speak English.Inclusion Criteria
Exclusion Criteria
Timeline for a Trial Participant
Screening
Participants are screened for eligibility to participate in the trial
Baseline Assessment
Participants complete validated surveys prior to participating in the treatment or control group
Treatment
Participants engage in the Using the Connect (UTC) game-based intervention, consisting of four games and a take-away activity
Immediate Post-Assessment
Participants complete surveys immediately after participating in the treatment or control group
Follow-up
Participants are monitored for changes in intention to delay sexual intercourse at 3-month and 9-month follow-up surveys
What Are the Treatments Tested in This Trial?
Interventions
- Using the Connect
Trial Overview
The study tests 'Using the Connect' (UTC), a game-based intervention aimed at increasing protective factors against adolescent pregnancy and STI rates by encouraging youths to delay sexual activity.
How Is the Trial Designed?
2
Treatment groups
Experimental Treatment
Active Control
Using The Connect (UTC) is a game-based learning program designed for middle school-aged youth (ages 9-15 or grades 6-8) consisting of four games played in a facilitated environment, and one take-away activity. The goals of the program include:To be a vehicle that encourages community sharing of healthy teen behavior. To facilitate safe connections between youth and adults in their community. To empower youth to lead healthy sexual lives. The four games each focus on specific health content or skills including growth and development, accessing information, positive communication, and decision-making. Each of the four games is intended to be played for a total of 90 minutes, split up into sessions of 30 minutes per game. When combining all gameplay sessions, along with the instructions for the take-away activity and program wrap-up activity, organizations will dedicate approximately 8 hours to the program.
Participants will not receive the Using the Connect curriculum.
Using the Connect is already approved in United States for the following indications:
- Adolescent pregnancy prevention
- Sexually transmitted infection (STI) prevention
Find a Clinic Near You
Who Is Running the Clinical Trial?
Children's Hospital Medical Center, Cincinnati
Lead Sponsor
Texas A&M University
Collaborator
Published Research Related to This Trial
Citations
a Sexuality Education Game-Based Learning Program
This article discusses feasibility testing of Using the Connect (UTC), an innovative, game-based sexuality education program to evaluate its ...
2.
researchgate.net
researchgate.net/publication/354692578_A_Case_Study_Evaluating_Youth_Acceptability_of_Using_the_Connect_-_a_Sexuality_Education_Game-Based_Learning_ProgramA Case Study Evaluating Youth Acceptability of Using the ...
This article discusses feasibility testing of Using the Connect (UTC), an innovative, game-based sexuality education program to evaluate its ...
A Pilot Study of a Game-Based Curriculum for Sexuality ...
Results of this study showed that a game-based sexuality curriculum with elements designed by youth is feasible and acceptable.
Leveraging Game-Based Learning Technologies to Introduce ...
We describe new gameplay features that have been added to support career modeling and how we have adapted the core technology underpinning Health Quest to ...
5.
researchgate.net
researchgate.net/publication/273005854_Efficacy_of_It's_Your_Game-Tech_A_Computer-Based_Sexual_Health_Education_Program_for_Middle_School_YouthEfficacy of It's Your Game-Tech: A Computer-Based Sexual ...
Serious gaming offers promise as an innovative and efficacious approach to sexual health education, operating as a forum to promote a common ...
Not Just Fun and Games: Game-Based Learning in Health ...
Gamification uses game attributes in non-game contexts to influence learning-related behaviors or attitudes, which in turn impacts learning ...
Using game-based learning to teach young people about ...
In this paper, we present a privacy game that seeks to passively teach young people how to stay safe online. The team behind this project sought to fuse ...
8.
research.ncsu.edu
research.ncsu.edu/new-tech-tracks-student-behavior-in-educational-games-to-boost-collaborative-learning/New Tech Tracks Student Behavior in Educational Games to ...
New software analyzes student actions in games, logging them, and uses statistical modeling to identify patterns related to learning outcomes.
Promoting science learning in game-based ...
The purpose of this study was to examine the effects of the types of question prompts (Knowledge vs. Application Prompts) and feedback types.
Effect of a Mobile Game–Based Intervention to Enhance ...
This study aimed to investigate the potential of a mobile game–based safety education program in improving children's safety and psychosocial outcomes.
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